On Wed, Oct 28, 2009 at 11:59, James Paige <[email protected]> wrote:

> After Lucier posted this mockup:
> http://i658.photobucket.com/albums/uu304/rlb1626/genesis0055.png
>
> I wrote this plan:
>
> http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_bigger_walkabouts
>
> And when I thought about it, it sounds super-easy. Like I am talking
> less than a weekends' worth of work with no obvious technical hurdles. I
> thought I would reproduce the  plan here for quick discussion:
>
> ----
>
> Right now, walkabout sprites are limited to 20x20.
>
> What if we simply added a new sprite type?
>
> .PT9      big walkabouts     32 x 40 x 12       640 x 12 = 7680
>
> The size would be the same as hero graphics (for the benefit of people
> who want to synch battle/walkabout graphics FF6-style). There would be 3
> frames in each direction.
>
> Or alternatively we might go with
>
> .PT9      big walkabouts     40 x 40 x 12       800 x 12 = 9600
>
> Which could still be used the same way, but would allow for squarish
> "boss" npcs with only minor pixel wasteage.
>
> In the NPC editor, and the hero editor we would add an additional data
> element for walkabout sprite size 0=small, 1=large. (this would work
> just like the sprite size setting for enemies)
>
> Big NPCs would be drawn on the map with their bottom center in the same
> place as the bottom-center of small NPCs. There would be no special
> passability considerations for big walkabout sprites, they would still
> use 20x20 passability squares. (any change to that behavior would belong
> in Plan for non-tile-based walking)
>
> Ideally we want some future version to allow total flexability in sprite
> sizes, but this plan would be super-easy to implement, and would only
> add a very small additional backcompat burden (no worse than what
> already exists for enemy graphics)
>
> ---
> James
>

<insert request for sprites of a user-defined size like 20×40 or 40×20>

*hope, hope* :D
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